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HippopotamusCreature 5


NLargeAnimal
Source Pathfinder Bestiary 2
Perception +11 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +13, Stealth +11, Survival +11
Str +6, Dex +2, Con +6, Int -4, Wis +4, Cha -2

AC 21; Fort +15; Reflex +9; Will +11;
HP 85
Speed 25 feet (swim 20 feet)

Jaws One Action +15 (+10, +5) to hit (deadly d10) 2d8+8 Piercing
Foot One Action +13 (+8, +3) to hit 1d10+8 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Deep Breath

The hippopotamus can hold its breath for 5 minutes.

Aquatic Ambush One Action

30 feet


Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Capsize One Action (attack)

The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher.

Trample Three Actions

Medium or smaller, foot, DC 23 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Typical adult hippos move quickly on land and attack stealthily in the water. Though herbivorous, hippos are notoriously aggressive and territorial.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.